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Post by Mr. Harold on Jun 7, 2013 8:50:37 GMT -5
Hi everyone, ClearHorizon Miniatures (me!) and Gruntz (inrepose!) have started up a partnership to help expand possibilities in 15mm wargaming and provide cool rules and models out to wargamers (you!). ( clearhorizonminiatures.com/) I will soon (next two weeks hopefully) be releasing my first release, the High Energy/Direct Insertion vehicle... a drop pod! Here are some 3D print pictures with various figures as a comparison: a 3D render: SO, the point of all this rambling is to see what you guys think of the new rules Robin and I are coming up with for drop pods in the Gruntz Game. This is very early draft, but I'd love to hear feedback! Here is the Drop Pod card I modified from the card I created in Barracks: I used the points from the helicopter mobility. and here is the "track path" for a different way to deploy. You put the drop pod on what turn you want it to come in and then roll a skill check, if you pass you deploy that turn, if you fail you try again next turn. This is designed to go on the back of the card. I'll also be including a finished unit card with each model purchased. And when I release my infantry, I plan on doing the same. I want to make it really easy for people to get the cool miniatures they want and already have a unit built out for them. Of course, you can use them for whatever, but I think it's useful! ;D What do you guys think so far? What do you want to see in drop pod rules? I'm also going to paint up one of the drop pods as an escape pod, so I think it'll make a great objective too! Thanks! Harold
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Post by renlegunvrs on Jun 7, 2013 10:16:29 GMT -5
i was skeptical when i first heard about your concept for these a while ago but now that i see them and the rules I LOVE THEM! the orbital insertion tracker is great gives a bit of randomness too the landing of your troops. great job when will we be able too place orders
ps nice website. great idea too include the Gruntz cards! Keep up the great work!
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Post by Mr. Harold on Jun 7, 2013 10:25:08 GMT -5
Thanks!
Yeah, I wanted to include a bit of skill and luck in when they will turn up.
What do you guys think of the risk of the drop pod being destroyed inbound on double 1's or something like that?
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Post by baldlea on Jun 7, 2013 14:20:17 GMT -5
I love it. Perhaps some modifier suggestions based on the scenario or type of terrain/world.
Definitely like the risk of a destroyed pod. Perhaps a destroyed pod also causes some havoc when it hits the ground too.
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Post by Mr. Harold on Jun 7, 2013 15:28:20 GMT -5
Definitely like the risk of a destroyed pod. Perhaps a destroyed pod also causes some havoc when it hits the ground too. Oh! I love that idea. Maybe if it's destroyed coming inbound, then you place a template in the center of the table, roll 6d6. If any triples come up it burns up in atmo, otherwise the marker moves in a random direction in that number of inches, hitting anything underneath with a heavy plasma blast.
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Post by Mr. Harold on Jun 11, 2013 21:19:32 GMT -5
A new unit card based on feedback, to make it a little more worthwhile for the points... Attachments:
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Post by baldlea on Jun 12, 2013 6:13:26 GMT -5
Are the Eng and Tek boxes necessary?
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Post by RuneCaster_Aris on Jun 12, 2013 18:11:20 GMT -5
Very interesting!
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Post by Mr. Harold on Jun 12, 2013 18:32:53 GMT -5
I changed the damage to a standard Ram attack if it lands on you.
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Post by papabees on Jun 22, 2013 19:13:35 GMT -5
Honestly I think you should roll a mental check if it is going to land on your to dodge and if not...kersplat!
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Post by demonetrigan on Jun 27, 2013 9:25:56 GMT -5
honestly I think this is better modelled via a perkz on the squad rather than as a vehicle. 22 points to deliver a single squad onto the battlefield and then sit there and do nothing much?? Seems very points intensive for very little benefit...which i realise is as it has been built as a vehicle with movement type, etc.
Either a vehicle Modz of 'Single movement use' to reduce the cost significantly or as a Perkz on the squad i.e. 'airdroppable' with rules around that, otherwise it is just too many points for too little benefit.
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Post by Mr. Harold on Jun 27, 2013 9:46:40 GMT -5
Thanks for the feedback. I'd agree, an easy way is just to use the infiltrator perk on the squad, and count the drop pod as terrain. I've also updated the unit card with a couple of special rules: This allows a squad to: Disembark and take two actions right out of the gate, but at -1 shoot. This is supposed to represent that the drop pods are designed for quick exfil, but it's still a crazy experience, so the modifier to shooting. As long as they use the pod for cover, the pod can pop smoke and the squad will have even better cover. Basically it allows you to setup your own defensive positions. The drop pod can actually do some damage to enemy lines with it's ram attack as it drops, or at least force them to move. Can be useful to protect an objective. There are some drawbacks, if you fail your skill check when coming in, and you roll doubles for deviation, your pod is destroyed, along with the squad inside. I hope to get them in a game soon, to see how useful it actually is on the battlefield. Thanks for the feedback!
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Post by baldlea on Jul 10, 2013 23:19:32 GMT -5
I like the rules as they are but:
-Agree that 22 points is way too high. -What target is the deviation Skill check made against? -Can the pod be targeted by overwatch? If so, what happens if it is destroyed?
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Post by Mr. Harold on Jul 11, 2013 7:42:41 GMT -5
Good questions, I'm also leaning that it might be too many points... The skill check is against "10", which I believe is the standard skill check. I would say, if they had the "AA" perk, then an overwatch unit should be able to target them. What do you think? EDIT: OK, try this on for size, I've reduced the points to 12, and increased the skill to 5. That should the possibility of catastrophic failure, and make the points a little more in line with the capabilities. What do you guys think?
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Post by comstar on Jul 11, 2013 13:03:17 GMT -5
That would be more like it makes it more attrative to gamers to use AA and overwatch would work together and you really don't want engine or tek trouble ! I would suggest the penalty for shooting when tek use is used for pods skill check instead and engine trouble means it could drift more (adding a dice at both levels) making it possible for a crash even if skill test is past just add a little interest and taking AA weapons Also when are these bad boys hitting the sky above our battlefields ?
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